- Open up room for potential for more config
options (which properties to export, additional
indirectly-depended media, etc).
- Restructure API to use items as well. For now,
I am assuming there are no legacy applications
that need to be supported so the old methods
are immediately removed; may be re-added
if compat turns out to be needed.
Make sure we're looking at the real table
values, deep copying to isolate things, to
try to prevent weirdness with "floating"
node tile values and such.
Originally I designed the ripper for use
with Klots, and I didn't want flowing
liquids because my map editor wasn't
going to support liquid flow ... but this
makes it easier to use MTG for editing
schematics and then loading them
into a custom game with aliases out
the wazoo.
This makes it easier, to save the export state
into a repository and restore it back to a
world later, since mod storage is now by
default in sqlite and opaque to most users.
Refactor out the single "rip radius now"
command, and add one that works
constantly while the player is walking, so
e.g. a player can explore an existing map
or load schematics and rip their nodes
automatically.
A somewhat more optimized and cleaned up version of what I used
to rip the node appearances for Klots.
Added:
- Custom dumper with more compact format support
- Detecting reused tables and extracting into local vars
- Actually handling the media files instead of handing a list to
the user to go find via shell script
- Documentation, more chatcommands